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Reasoning on the game design of VR games

Under the cut a few thoughts on the features of game design games in virtual reality. I would be very happy to discuss in the comments what limitations and opportunities modern game VR technologies give game designers.



Short game session . Duration 10-20 minutes, then nausea, fatigue and other problems begin. Therefore, it is strange in my opinion to do the same poker or casino simulator in virtual reality, because they imply a long gaming session. And so for many genres, virtual reality is not the best solution right now due to the fact that at the current level of technology development VR implies only 10-20 minutes of uninterrupted stay for the average user.


We need to think more about the security of the user . Features of VR imply that active player actions like rolls, jumps, bounces, sweeping hands, etc. may cause damage to the equipment and injury. For example, the sudden appearance of mutilated people / monsters, accompanied by a loud cry, will frighten much more than in a movie or in a game on any other platform. We must be careful with this.
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The problem with motion sickness in VR . All the mechanics have to think through minimizing nausea user.


Enter and exit from virtual reality . WoW-effect and immersion will be better if the player is explained as getting out of his usual life and getting into virtual space. This may be teleportation, movement in transport (or on an elevator like in Robo Recall), gradual loading of a location, flight through stars at hyper speeds, etc.


Controllers . Since the controllers are different from those familiar to the user, there are higher requirements for the tutor, including training in the use of controllers as part of our game. Also it is necessary to take into account that the controllers have the opportunity to use reverse tactile feedback.



There is no free-to-play yet with the possibility of conveniently conducting microtransactions.


A lot of special requirements for the interface . For example, if in a shooter to show the number of lives and cartridges in the lower or upper corner. then the player will eventually earn a squint. Therefore, the same number of cartridges has to be indicated on the weapon itself.


A player more strongly associates himself with a character in VR games in comparison with ordinary games. Therefore, we have to pay more attention to how a player reacts to a particular game-design solution while in VR. Since he more strongly perceives everything that happens in the game than on other platforms, then the reaction may be something else we do not need.


Special requirements for the implementation of mechanics of displacement . For example, teleporting through static portals, and through the controller to any place, moving through the control of some kind of transport, moving with a stick on the controller, and so on.


Problems with Retention .



What other features of game design when creating games for VR? Let's discuss in the comments.

Source: https://habr.com/ru/post/350434/


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